9
edits
Release 2407 and 2409
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{{Infobox VG | {{Infobox VG | ||
|image | |image = [[File:SuperMarioSunshineGC.jpg|300px]] | ||
|developer | |developer = Nintendo EAD | ||
|publisher | |publisher = Nintendo | ||
|released | |series = Super Mario Bros | ||
|released = {{vgrelease|JP=July 19, 2002|NA=August 26, 2002|EU=October 4, 2002|AUS=October 11, 2002}} | |||
|genre | |genre = Platform | ||
|modes | |modes = Single-player | ||
|input | |input = GameCube Controller | ||
|forumlink | |forumlink = http://forums.dolphin-emu.org/Thread-gc-super-mario-sunshine--25937 | ||
}} | }} | ||
Line 15: | Line 15: | ||
== Problems == | == Problems == | ||
{{Problems|{{#vardefineecho:problems| | {{Problems|{{#vardefineecho:problems| | ||
=== Game Crashes After Random Periods === | === Game Crashes After Random Periods === | ||
The game completely freezes after running for a while. Using OpenGL backend greatly increases the delay before this happens, usually taking at least 40 minutes before crashing. Enabling Synchronize GPU Thread fixes the problem. | The game completely freezes after running for a while. Using OpenGL backend greatly increases the delay before this happens, usually taking at least 40 minutes before crashing. Enabling Synchronize GPU Thread fixes the problem. | ||
=== Shaky Props === | === Shaky Props === | ||
On lower-end machines, enabling dual core mode can cause certain props to be shaky, such as the bridge in Bianco Hills. See {{issue|9087}}. The only way to fix it is disable dual core mode or enable synchronize GPU thread, but that can cause slow-downs during emulation. See {{issue|7143}}. | On lower-end machines, enabling dual core mode can cause certain props to be shaky, such as the bridge in Bianco Hills. See {{issue|9087}}. The only way to fix it is disable dual core mode or enable synchronize GPU thread, but that can cause slow-downs during emulation. See {{issue|7143}}. | ||
{{YouTube|zAya9CkAvNQ|Shaky bridge demonstration.|br}} | {{YouTube|zAya9CkAvNQ|Shaky bridge demonstration.|br}} | ||
=== Slowdown on Map Transition === | === Slowdown on Map Transition === | ||
Opening the map causes the game to slow massively until the transition effect is complete. There are no lingering effects after the map is open or closed, just the transition. Switching to OpenGL backend removes the slowdown. | Opening the map causes the game to slow massively until the transition effect is complete. There are no lingering effects after the map is open or closed, just the transition. Switching to OpenGL or Vulkan backend removes the slowdown. | ||
=== Debug Cubes === | === Debug Cubes === | ||
Line 41: | Line 31: | ||
{{image|SMS squares 2.png|Secret of the Dirty Lake End Downward}} | {{image|SMS squares 2.png|Secret of the Dirty Lake End Downward}} | ||
{{image|SMS squares 3.png|Secret of the Dirty Lake End Forward|br}} | {{image|SMS squares 3.png|Secret of the Dirty Lake End Forward|br}} | ||
}}}} | }}}} | ||
== Enhancements == | == Enhancements == | ||
=== AR Codes Cause Crash === | |||
If certain Action Replay codes are activated, then the game may crash upon trying to return to a completed level. This has been confirmed with a "Press B to run fast" code<!-- please provide it here while you can -->. To solve the problem, simply disable the code. | |||
=== Water Color Effect === | |||
Super Mario Sunshine reads the mip level of the sand to change the color of the water slightly in the distance. This effect cannot be detected by '''Arbitrary Mipmap Detection''' normally, as the sand is just a standard mipmap, so at higher internal resolutions the ocean will appear a bit greener. The effect is very subtle, and may not even be visible on your monitor, depending on its color reproduction capability. | |||
Adding <code>ArbitraryMipmapDetectionThreshold = 3</code> (this value was determined empirically) to the <code>[Video_Enhancements]</code> section of the [[GameINI]] will make this effect work at higher internal resolutions, by causing the sand texture to be detected as an arbitrary mipmap. However, this will make the sand a few other random textures appear more blurry in the distance. Using any HiRes texture for the sand will prevent the effect from working. | |||
{{image|Super Mario Sunshine Water Color Wrong.jpg|Incorrect water color at 1080p, looks slightly greener.}} | |||
{{image|Super Mario Sunshine Water Color Correct.jpg|Correct water color at 1080p.|br}} | |||
=== Anisotropic Filtering === | === Anisotropic Filtering === | ||
Use of the '''Anisotropic Filtering''' enhancement will cause water to render as white, getting increasingly worse as higher levels of anisotropic filtering are applied. | Use of the '''Anisotropic Filtering''' enhancement will cause water to render as white, getting increasingly worse as higher levels of anisotropic filtering are applied. Fixed with '''Arbitrary Mipmap Detection''' in {{revision|5.0-5745}}. | ||
{{image|Sunshine Anistropic 1.jpg|No Anisotropic}} | {{image|Sunshine Anistropic 1.jpg|No Anisotropic}} | ||
{{image|Sunshine Anistropic 4.jpg|Anisotropic x4}} | {{image|Sunshine Anistropic 4.jpg|Anisotropic x4}} | ||
{{image|Sunshine Anistropic 16.jpg|Anisotropic x16|br}} | {{image|Sunshine Anistropic 16.jpg|Anisotropic x16|br}} | ||
=== Graffiti Behaves Oddly === | |||
*Anisotropic Filtering above '''1x''' or Anti-Aliasing set to '''SSAA''' makes the graffiti disappear. | |||
*Requires Texture Cache Accuracy to be set to safe to prevent missing graffiti textures. | |||
*Graffiti edges may appear blocky if '''Scaled EFB Copy''' is enabled. | |||
{{image|SMS_No_Sludge_2.png|Graffiti disappeared by enhancement options}} | |||
{{image|SMS Sludge D3D.png|Some of the graffiti is fixed, but some can't be seen with this graphic configuration in use for Direct3D.}} | |||
{{image|SMS Sludge GL.png|Proper emulation|br}} | |||
=== HD Textures === | |||
[https://forums.dolphin-emu.org/Thread-super-mario-sunshine-uhd-texture-pack Super Mario Sunshine UHD Texture Pack] | |||
=== 16:9 Aspect Ratio Fix === | === 16:9 Aspect Ratio Fix === | ||
The built-in Widescreen Hack causes various clipping and reflection issues. The Gecko codes below | The built-in Widescreen Hack causes various clipping and reflection issues. The Gecko codes below work as a replacement for the NTSC-U or PAL versions. | ||
==== | ==== NA ==== | ||
<pre> | <pre>$16:9 Widescreen | ||
04416758 44480000 | 04416758 44480000 | ||
044123E8 442F0000 | 044123E8 442F0000 | ||
Line 116: | Line 129: | ||
60000000 00000000 | 60000000 00000000 | ||
</pre> | </pre> | ||
==== | |||
<pre> | ==== EU ==== | ||
<pre>$16:9 Widescreen | |||
0440DCB0 44480000 | 0440DCB0 44480000 | ||
04409930 442F0000 | 04409930 442F0000 | ||
Line 178: | Line 192: | ||
7C630194 7C630214 | 7C630194 7C630214 | ||
60000000 00000000 | 60000000 00000000 | ||
</pre> | |||
==== JP ==== | |||
<pre>$16:9 Widescreen | |||
F6000001 80008180 | |||
90850420 C0030000 | |||
D2000000 00000002 | |||
90A22004 90850420 | |||
60000000 00000000 | |||
E0000000 80008000 | |||
F6000002 80008180 | |||
57A006F7 41820010 | |||
387F0000 38800001 | |||
D200000C 00000008 | |||
80822004 80840444 | |||
3CA04420 7C042800 | |||
40820028 3C803F40 | |||
90822000 C0030000 | |||
C0222000 EC010032 | |||
D0030000 C003000C | |||
EC010032 D003000C | |||
38800001 00000000 | |||
E0000000 80008000 | |||
F6000001 80008180 | |||
418200A8 88030026 | |||
1400027C 38008000 | |||
140002A4 38007FFF | |||
E0000000 80008000 | |||
F6000001 80008180 | |||
41F00000 3FAAAAAB | |||
14000004 3FE38E39 | |||
E0000000 80008000 | |||
F6000001 80008180 | |||
3E99999A 656E6473 | |||
14000034 3F9A7643 | |||
E0000000 80008000 | |||
F6000002 80008180 | |||
7C1F00D0 7C1C0734 | |||
3FA0CC01 B39D8000 | |||
D200000C 00000002 | |||
3B9CFF96 B39D8000 | |||
3B9C006A 00000000 | |||
D200005C 00000002 | |||
3B9CFF96 B39D8000 | |||
3B9C006A 00000000 | |||
1400001C 386002EB | |||
14000040 386002EB | |||
E0000000 80008000 | |||
F6000001 80008180 | |||
931F01C4 3B000000 | |||
D2000000 00000003 | |||
83B80004 3BBD0064 | |||
93B80004 931F01C4 | |||
60000000 00000000 | |||
E0000000 80008000 | |||
F6000001 80008180 | |||
931F0450 38600068 | |||
D2000000 00000003 | |||
80780004 3863FF9C | |||
90780004 931F0450 | |||
60000000 00000000 | |||
E0000000 80008000 | |||
F6000001 80008180 | |||
931F042C 38600068 | |||
D2000000 00000003 | |||
80780004 3863FF9C | |||
90780004 931F042C | |||
60000000 00000000 | |||
E0000000 80008000 | |||
F6000001 80008180 | |||
931F0400 38600068 | |||
D2000000 00000003 | |||
80780004 3863FF9C | |||
90780004 931F0400 | |||
60000000 00000000 | |||
E0000000 80008000 | |||
F6000001 80008180 | |||
931F0140 3B200000 | |||
D2000000 00000003 | |||
83380004 3B39FF9C | |||
93380004 931F0140 | |||
60000000 00000000 | |||
E0000000 80008000 | |||
F6000001 80008180 | |||
931F0160 38600068 | |||
D2000000 00000003 | |||
80780004 3863FF9C | |||
90780004 931F0160 | |||
60000000 00000000 | |||
E0000000 80008000 | |||
F6000001 80008180 | |||
931F0108 3B200000 | |||
D2000000 00000003 | |||
83380004 3B39FF9C | |||
93380004 931F0108 | |||
60000000 00000000 | |||
E0000000 80008000 | |||
F6000001 80008180 | |||
3881006A 901F0014 | |||
D2000004 00000004 | |||
2C0001ED 40820010 | |||
7C050378 38A50064 | |||
7CA02B78 901F0014 | |||
60000000 00000000 | |||
E0000000 80008000 | |||
F6000001 80008180 | |||
807F0014 38C1015C | |||
D2000000 00000004 | |||
809F0018 38A0EC78 | |||
90A40014 38A01388 | |||
90A4001C 807F0014 | |||
60000000 00000000 | |||
E0000000 80008000 | |||
F6000004 80008180 | |||
B0858000 93E58000 | |||
8001002C 83E10024 | |||
83C10020 38210028 | |||
7C0803A6 4E800020 | |||
5A010000 FFFFFFA0 | |||
14000000 3800F000 | |||
14000028 38001000 | |||
E0000000 80008000 | |||
F6000002 80008180 | |||
48000008 3800FFFF | |||
2C00FFFF 41820028 | |||
1400000C 48000028 | |||
E0000000 80008000 | |||
F6000001 80008180 | |||
EC0001B2 C05D0000 | |||
D2000004 00000003 | |||
3C003FAB 90010040 | |||
C05D0000 C0810040 | |||
EC4400B2 00000000 | |||
E0000000 80008000 | |||
F6000001 80008180 | |||
C03D0024 38610080 | |||
D2000000 00000002 | |||
3C6047FF 90610080 | |||
C0210080 00000000 | |||
E0000000 80008000 | |||
F6000001 80008180 | |||
C03D0024 386100B8 | |||
D2000000 00000002 | |||
3C6040FF 906100B8 | |||
C02100B8 00000000 | |||
E0000000 80008000 | |||
F6000001 80008180 | |||
380000A0 B01F0330 | |||
D2000000 00000002 | |||
386000A0 3803FF9C | |||
60000000 00000000 | |||
E0000000 80008000 | |||
F6000001 80008180 | |||
38000184 B01F0330 | |||
D2000000 00000002 | |||
38600184 38030064 | |||
60000000 00000000 | |||
E0000000 80008000 | |||
F6000001 80008180 | |||
4800005C 807C0090 | |||
D2000004 00000004 | |||
807C0080 3880016A | |||
38840064 90830374 | |||
3884000A 9083037C | |||
807C0090 00000000 | |||
E0000000 80008000 | |||
</pre> | </pre> | ||
=== 60FPS === | === 60FPS === | ||
==== Region-Free ==== | |||
By adding the Gecko code below, and enabling it, Super Mario Sunshine will run at 60FPS. | By adding the Gecko code below, and enabling it, Super Mario Sunshine will run at 60FPS. | ||
Line 203: | Line 384: | ||
</pre> | </pre> | ||
The Gecko code | The Gecko code: | ||
*Makes the cutscenes run very slowly on non-NA releases | |||
*Causes falling stars to appear in the top corner and top middle of the screen | |||
*Makes the swimming blue/red coins in Gelato Beach near impossible to get (without the turbo nozzle) | |||
Remove falling stars caused by 60FPS code by applying Minimum Camera Distance Gecko code by Ralf. | ==== Region-Specific ==== | ||
<pre>Min Camera Distance Modifier [hawkeye2777 & Ralf] | The below Region-Specific 60FPS Gecko codes fix the blue/red coin fish speed and graffiti fill speed. | ||
===== NTSC-U ===== | |||
<pre> | |||
60FPS (NTSC-U) [gamemasterplc] | |||
044167B8 3F800000 | |||
042FCB24 60000000 | |||
04414904 3CA3D70A | |||
C20066EC 00000002 | |||
C2C28028 EC2105B2 | |||
FEC00890 00000000 | |||
</pre> | |||
===== PAL ===== | |||
<pre> | |||
60FPS (PAL) [gamemasterplc] | |||
0440DD10 3F800000 | |||
042F4CB4 60000000 | |||
0440BE54 3CA3D70A | |||
C20066EC 00000002 | |||
C2C28028 EC2105B2 | |||
FEC00890 00000000 | |||
</pre> | |||
==== Falling Stars Fix ==== | |||
Remove falling stars caused by 60FPS code by applying Minimum Camera Distance Gecko code by Ralf. However, this code may cause other issues, specifically with the roller-coaster in Pinna Park. When loading this specific level (for example, just after the cutscene with Mecha-Bowser), the screen goes black and nothing more happens. | |||
<pre> | |||
Min Camera Distance Modifier [hawkeye2777 & Ralf] | |||
003749C5 00000052 | 003749C5 00000052 | ||
0440F3A8 43C80000</pre> | 0440F3A8 43C80000 | ||
</pre> | |||
== Configuration == | == Configuration == | ||
Line 214: | Line 427: | ||
{{Config | {{Config | ||
|anisotropic = 1x | |anisotropic = 1x | ||
|anisotropicnotes = | |anisotropicnotes = Avoids improper graffiti behavior under Direct3D | ||
|antialiasing = Non-SSAA | |antialiasing = Non-SSAA | ||
|antialiasingnotes = Avoids improper graffiti behavior | |antialiasingnotes = Avoids improper graffiti behavior | ||
Line 286: | Line 499: | ||
{{testing/entry|revision=5.0-3362|OS=Windows 10|CPU=Intel Core i5-6600 @ 3.2GHz|GPU=AMD Radeon RX 480|result=1080p 3x Internal Resolution, 30fps almost consistently except at startup (25fps) and when levels are about to load (17fps). Frame drops only last for about half a second or so and quickly fix themselves. Audio crackles with OpenAL audio backend and a latency of 2ms, but changing this to 4ms fixes the issue completely.|tester=Sonic2kk}} | {{testing/entry|revision=5.0-3362|OS=Windows 10|CPU=Intel Core i5-6600 @ 3.2GHz|GPU=AMD Radeon RX 480|result=1080p 3x Internal Resolution, 30fps almost consistently except at startup (25fps) and when levels are about to load (17fps). Frame drops only last for about half a second or so and quickly fix themselves. Audio crackles with OpenAL audio backend and a latency of 2ms, but changing this to 4ms fixes the issue completely.|tester=Sonic2kk}} | ||
{{testing/entry|revision=5.0-4322|OS=Windows 10|CPU=Intel Core i7-4790K @ 4GHz|GPU=NVIDIA GeForce GTX 1070|result=50 Shine run w/ Vulkan at 3xIR, 1xAF, No AA & settings recommended under "Graffiti Behaves Oddly". Smooth performance at 60FPS & 16:9 (using the codes above), no noticeable drops. Only listed problem encountered was Debug Cubes, no crashes or map slowdown.|tester=SolidStateDork}} | {{testing/entry|revision=5.0-4322|OS=Windows 10|CPU=Intel Core i7-4790K @ 4GHz|GPU=NVIDIA GeForce GTX 1070|result=50 Shine run w/ Vulkan at 3xIR, 1xAF, No AA & settings recommended under "Graffiti Behaves Oddly". Smooth performance at 60FPS & 16:9 (using the codes above), no noticeable drops. Only listed problem encountered was Debug Cubes, no crashes or map slowdown.|tester=SolidStateDork}} | ||
{{testing/entry|revision=5.0-8935|OS=Windows 10|CPU=AMD Ryzen 5 2400G @ 3.9GHz|GPU=AMD Radeon RX Vega 11 IGP|result=Configuration: 720p, 1xAF, no AA. Encounters "Failed to submit command buffer" during or straight after the opening scene with Vulkan, making it completely unplayable. Other backends run just fine with perfect speed.|tester=amiboss}} | |||
{{testing/entry|revision=5.0-10922|OS=Windows 10|CPU=AMD Ryzen 7 3700X @ 4.2GHz|GPU=NVIDIA GeForce GTX 1060|result=OpenGL, 3xIR, 1xAF, 4x MSAA, recommended settings. With the 60 FPS and 16:9 codes, the game runs perfectly from start to finish with no noticeable drops.|tester=Aplayer12345}} | |||
{{testing/end}} | {{testing/end}} | ||
== Gameplay Videos == | == Gameplay Videos == | ||
<!--A full list of options is available at Template:VideoGallery/doc--> | <!--A full list of options is available at Template:VideoGallery/doc--> | ||
{{VideoGallery | {{VideoGallery | ||
|vid1=4YS37gMs_oA|cap1=Super Mario Sunshine 60FPS Hack (Official) | |vid1=4YS37gMs_oA|cap1=Super Mario Sunshine 60FPS Hack (Official) | ||
|vid2=P3ATQ4pd0tQ|cap2=Super Mario Sunshine in HD & 60fps! - The Retro Byte | |vid2=P3ATQ4pd0tQ|cap2=Super Mario Sunshine in HD & 60fps! - The Retro Byte | ||
|vid3= | |vid3=7AlUCD-BmDs|cap3=Super Mario Sunshine - NVIDIA SHIELD Android TV - Dolphin Emulator 4.0-7947 (1080p) - GameCube | ||
|vid4=L3qQCJOOg5I|cap4=Let's Play Super Mario Sunshine: Part 1 (Dolphin - HD Texture Pack) (1080p HD) - Nintendo GameCube | |vid4=L3qQCJOOg5I|cap4=Let's Play Super Mario Sunshine: Part 1 (Dolphin - HD Texture Pack) (1080p HD) - Nintendo GameCube | ||
|vid5=w5DBQWS7k4s|cap5=Super Mario Sunshine at 4K on Dolphin Emulator 5.0 | |vid5=w5DBQWS7k4s|cap5=Super Mario Sunshine at 4K on Dolphin Emulator 5.0 | ||
|vid6= | |vid6=o_9NrzrgTyk|cap6=(1440p) Super Mario Sunshine Gameplay - Dolphin 5.0 | ||
|vid7=wa7km5Q7dm8|cap7=Super Mario Sunshine ~Co-op Test~ (Dolphin) {5.0} | |||
| | |||
}} | }} | ||
{{Navigation/Super Mario}} | {{Navigation/Super Mario}} | ||
[[Category:GameCube games]] | [[Category:GameCube games]] | ||
[[Category:Zelda ucode games]] | |||
[[Category:Ships with debugging symbols]] | [[Category:Ships with debugging symbols]] |
edits